/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

/***************************************************************************
*	ROM 2.4 is copyright 1993-1995 Russ Taylor			   *
*	ROM has been brought to you by the ROM consortium		   *
*	    Russ Taylor (rtaylor@pacinfo.com)				   *
*	    Gabrielle Taylor (gtaylor@pacinfo.com)			   *
*	    Brian Moore (rom@rom.efn.org)				   *
*	By using this code, you have agreed to follow the terms of the	   *
*	ROM license, in the file Rom24/doc/rom.license			   *
***************************************************************************/

/*************************************************************************** 
*       ROT 1.4 is copyright 1996-1997 by Russ Walsh                       * 
*       By using this code, you have agreed to follow the terms of the     * 
*       ROT license, in the file doc/rot.license                           * 
***************************************************************************/
/*
 * Copyright (C) 2007-2011 See the AUTHORS.BlinkenMUD file for details
 * By using this code, you have agreed to follow the terms of the   
 * ROT license, in the file doc/rot.license        
*/


#include <sys/types.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "recycle.h"

void
acid_effect (void *vo, int level, int dam, int target)
{
  if (target == TARGET_ROOM)	/* nail objects on the floor */
    {
      ROOM_INDEX_DATA *room = (ROOM_INDEX_DATA *) vo;
      OBJ_DATA *obj, *obj_next;

      for (obj = room->contents; obj != NULL; obj = obj_next)
	{
	  obj_next = obj->next_content;
	  acid_effect (obj, level, dam, TARGET_OBJ);
	}
      return;
    }

  if (target == TARGET_CHAR)	/* do the effect on a victim */
    {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      OBJ_DATA *obj, *obj_next;

      /* let's toast some gear */
      for (obj = victim->carrying; obj != NULL; obj = obj_next)
	{
	  obj_next = obj->next_content;
	  acid_effect (obj, level, dam, TARGET_OBJ);
	}
      return;
    }

  if (target == TARGET_OBJ)	/* toast an object */
    {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
      OBJ_DATA *t_obj, *n_obj;
      int chance;
      char *msg;

      if (IS_OBJ_STAT (obj, ITEM_BURN_PROOF)
	  || IS_OBJ_STAT (obj, ITEM_NOPURGE) || number_range (0, 4) == 0)
	return;

      chance = level / 4 + dam / 10;

      if (chance > 25)
	chance = (chance - 25) / 2 + 25;
      if (chance > 50)
	chance = (chance - 50) / 2 + 50;

      if (IS_OBJ_STAT (obj, ITEM_BLESS))
	chance -= 5;

      chance -= obj->level * 2;

      switch (obj->item_type)
	{
	default:
	  return;
	case ITEM_CONTAINER:
	case ITEM_PIT:
	case ITEM_CORPSE_PC:
	case ITEM_CORPSE_NPC:
	  msg = "$p fumes and dissolves.";
	  break;
	case ITEM_ARMOR:
	  msg = "$p is pitted and etched.";
	  break;
	case ITEM_CLOTHING:
	  msg = "$p is corroded into scrap.";
	  break;
	case ITEM_STAFF:
	case ITEM_WAND:
	  chance -= 10;
	  msg = "$p corrodes and breaks.";
	  break;
	case ITEM_SCROLL:
	  chance += 10;
	  msg = "$p is burned into waste.";
	  break;
	}

      chance = URANGE (5, chance, 95);

      if (number_percent () > chance)
	return;

      if (obj->carried_by != NULL)
	act (msg, obj->carried_by, obj, NULL, TO_ALL);
      else if (obj->in_room != NULL && obj->in_room->people != NULL)
	act (msg, obj->in_room->people, obj, NULL, TO_ALL);

      if (obj->item_type == ITEM_ARMOR)	/* etch it */
	{
	  AFFECT_DATA *paf;
	  bool af_found = FALSE;
	  int i;

	  affect_enchant (obj);

	  for (paf = obj->affected; paf != NULL; paf = paf->next)
	    {
	      if (paf->location == APPLY_AC)
		{
		  af_found = TRUE;
		  paf->type = -1;
		  paf->modifier += 1;
		  paf->level = UMAX (paf->level, level);
		  break;
		}
	    }

	  if (!af_found)
	    /* needs a new affect */
	    {
	      paf = new_affect ();

	      paf->type = -1;
	      paf->level = level;
	      paf->duration = -1;
	      paf->location = APPLY_AC;
	      paf->modifier = 1;
	      paf->bitvector = 0;
	      paf->next = obj->affected;
	      obj->affected = paf;
	    }

	  if (obj->carried_by != NULL && obj->wear_loc != WEAR_NONE)
	    for (i = 0; i < 4; i++)
	      obj->carried_by->armor[i] += 1;
	  return;
	}

      /* get rid of the object */
      if (obj->contains)	/* dump contents */
	{
	  for (t_obj = obj->contains; t_obj != NULL; t_obj = n_obj)
	    {
	      n_obj = t_obj->next_content;
	      obj_from_obj (t_obj);
	      if (obj->in_room != NULL)
		obj_to_room (t_obj, obj->in_room);
	      else if (obj->carried_by != NULL)
		obj_to_room (t_obj, obj->carried_by->in_room);
	      else
		{
		  extract_obj (t_obj);
		  continue;
		}

	      acid_effect (t_obj, level / 2, dam / 2, TARGET_OBJ);
	    }
	}

      extract_obj (obj);
      return;
    }
}


void
cold_effect (void *vo, int level, int dam, int target)
{
  if (target == TARGET_ROOM)	/* nail objects on the floor */
    {
      ROOM_INDEX_DATA *room = (ROOM_INDEX_DATA *) vo;
      OBJ_DATA *obj, *obj_next;

      for (obj = room->contents; obj != NULL; obj = obj_next)
	{
	  obj_next = obj->next_content;
	  cold_effect (obj, level, dam, TARGET_OBJ);
	}
      return;
    }

  if (target == TARGET_CHAR)	/* whack a character */
    {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      OBJ_DATA *obj, *obj_next;

      /* chill touch effect */
      if (!saves_spell (level / 4 + dam / 20, victim, DAM_COLD))
	{
	  AFFECT_DATA af;

	  act ("$n turns blue and shivers.", victim, NULL, NULL, TO_ROOM);
	  act ("A chill sinks deep into your bones.", victim, NULL, NULL,
	       TO_CHAR);
	  af.where = TO_AFFECTS;
	  af.type = skill_lookup ("chill touch");
	  af.level = level;
	  af.duration = 6;
	  af.location = APPLY_STR;
	  af.modifier = -1;
	  af.bitvector = 0;
	  affect_join (victim, &af);
	}

      /* hunger! (warmth sucked out */
      if (!IS_NPC (victim))
	gain_condition (victim, COND_HUNGER, dam / 20);

      /* let's toast some gear */
      for (obj = victim->carrying; obj != NULL; obj = obj_next)
	{
	  obj_next = obj->next_content;
	  cold_effect (obj, level, dam, TARGET_OBJ);
	}
      return;
    }

  if (target == TARGET_OBJ)	/* toast an object */
    {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
      int chance;
      char *msg;

      if (IS_OBJ_STAT (obj, ITEM_BURN_PROOF)
	  || IS_OBJ_STAT (obj, ITEM_NOPURGE) || number_range (0, 4) == 0)
	return;

      chance = level / 4 + dam / 10;

      if (chance > 25)
	chance = (chance - 25) / 2 + 25;
      if (chance > 50)
	chance = (chance - 50) / 2 + 50;

      if (IS_OBJ_STAT (obj, ITEM_BLESS))
	chance -= 5;

      chance -= obj->level * 2;

      switch (obj->item_type)
	{
	default:
	  return;
	case ITEM_POTION:
	  msg = "$p freezes and shatters!";
	  chance += 25;
	  break;
	case ITEM_DRINK_CON:
	  msg = "$p freezes and shatters!";
	  chance += 5;
	  break;
	}

      chance = URANGE (5, chance, 95);

      if (number_percent () > chance)
	return;

      if (obj->carried_by != NULL)
	act (msg, obj->carried_by, obj, NULL, TO_ALL);
      else if (obj->in_room != NULL && obj->in_room->people != NULL)
	act (msg, obj->in_room->people, obj, NULL, TO_ALL);

      extract_obj (obj);
      return;
    }
}



void
fire_effect (void *vo, int level, int dam, int target)
{
  if (target == TARGET_ROOM)	/* nail objects on the floor */
    {
      ROOM_INDEX_DATA *room = (ROOM_INDEX_DATA *) vo;
      OBJ_DATA *obj, *obj_next;

      for (obj = room->contents; obj != NULL; obj = obj_next)
	{
	  obj_next = obj->next_content;
	  fire_effect (obj, level, dam, TARGET_OBJ);
	}
      return;
    }

  if (target == TARGET_CHAR)	/* do the effect on a victim */
    {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      OBJ_DATA *obj, *obj_next;

      /* chance of blindness */
      if (!IS_AFFECTED (victim, AFF_BLIND)
	  && !saves_spell (level / 4 + dam / 20, victim, DAM_FIRE))
	{
	  AFFECT_DATA af;
	  act ("$n is blinded by smoke!", victim, NULL, NULL, TO_ROOM);
	  act ("Your eyes tear up from smoke...you can't see a thing!",
	       victim, NULL, NULL, TO_CHAR);

	  af.where = TO_AFFECTS;
	  af.type = skill_lookup ("fire breath");
	  af.level = level;
	  af.duration = number_range (0, level / 10);
	  af.location = APPLY_HITROLL;
	  af.modifier = -4;
	  af.bitvector = AFF_BLIND;

	  affect_to_char (victim, &af);
	}

      /* getting thirsty */
      if (!IS_NPC (victim))
	gain_condition (victim, COND_THIRST, dam / 20);

      /* let's toast some gear! */
      for (obj = victim->carrying; obj != NULL; obj = obj_next)
	{
	  obj_next = obj->next_content;

	  fire_effect (obj, level, dam, TARGET_OBJ);
	}
      return;
    }

  if (target == TARGET_OBJ)	/* toast an object */
    {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
      OBJ_DATA *t_obj, *n_obj;
      int chance;
      char *msg;

      if (IS_OBJ_STAT (obj, ITEM_BURN_PROOF)
	  || IS_OBJ_STAT (obj, ITEM_NOPURGE) || number_range (0, 4) == 0)
	return;

      chance = level / 4 + dam / 10;

      if (chance > 25)
	chance = (chance - 25) / 2 + 25;
      if (chance > 50)
	chance = (chance - 50) / 2 + 50;

      if (IS_OBJ_STAT (obj, ITEM_BLESS))
	chance -= 5;
      chance -= obj->level * 2;

      switch (obj->item_type)
	{
	default:
	  return;
	case ITEM_CONTAINER:
	case ITEM_PIT:
	  msg = "$p ignites and burns!";
	  break;
	case ITEM_POTION:
	  chance += 25;
	  msg = "$p bubbles and boils!";
	  break;
	case ITEM_SCROLL:
	  chance += 50;
	  msg = "$p crackles and burns!";
	  break;
	case ITEM_STAFF:
	  chance += 10;
	  msg = "$p smokes and chars!";
	  break;
	case ITEM_WAND:
	  msg = "$p sparks and sputters!";
	  break;
	case ITEM_FOOD:
	  msg = "$p blackens and crisps!";
	  break;
	case ITEM_PILL:
	  msg = "$p melts and drips!";
	  break;
	}

      chance = URANGE (5, chance, 95);

      if (number_percent () > chance)
	return;

      if (obj->carried_by != NULL)
	act (msg, obj->carried_by, obj, NULL, TO_ALL);
      else if (obj->in_room != NULL && obj->in_room->people != NULL)
	act (msg, obj->in_room->people, obj, NULL, TO_ALL);

      if (obj->contains)
	{
	  /* dump the contents */

	  for (t_obj = obj->contains; t_obj != NULL; t_obj = n_obj)
	    {
	      n_obj = t_obj->next_content;
	      obj_from_obj (t_obj);
	      if (obj->in_room != NULL)
		obj_to_room (t_obj, obj->in_room);
	      else if (obj->carried_by != NULL)
		obj_to_room (t_obj, obj->carried_by->in_room);
	      else
		{
		  extract_obj (t_obj);
		  continue;
		}
	      fire_effect (t_obj, level / 2, dam / 2, TARGET_OBJ);
	    }
	}

      extract_obj (obj);
      return;
    }
}

void
poison_effect (void *vo, int level, int dam, int target)
{
  if (target == TARGET_ROOM)	/* nail objects on the floor */
    {
      ROOM_INDEX_DATA *room = (ROOM_INDEX_DATA *) vo;
      OBJ_DATA *obj, *obj_next;

      for (obj = room->contents; obj != NULL; obj = obj_next)
	{
	  obj_next = obj->next_content;
	  poison_effect (obj, level, dam, TARGET_OBJ);
	}
      return;
    }

  if (target == TARGET_CHAR)	/* do the effect on a victim */
    {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      OBJ_DATA *obj, *obj_next;

      /* chance of poisoning */
      if (!saves_spell (level / 4 + dam / 20, victim, DAM_POISON))
	{
	  AFFECT_DATA af;

	  send_to_char ("You feel poison coursing through your veins.\n\r",
			victim);
	  act ("$n looks very ill.", victim, NULL, NULL, TO_ROOM);

	  af.where = TO_AFFECTS;
	  af.type = gsn_poison;
	  af.level = level;
	  af.duration = level / 2;
	  af.location = APPLY_STR;
	  af.modifier = -1;
	  af.bitvector = AFF_POISON;
	  affect_join (victim, &af);
	}

      /* equipment */
      for (obj = victim->carrying; obj != NULL; obj = obj_next)
	{
	  obj_next = obj->next_content;
	  poison_effect (obj, level, dam, TARGET_OBJ);
	}
      return;
    }

  if (target == TARGET_OBJ)	/* do some poisoning */
    {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
      int chance;


      if (IS_OBJ_STAT (obj, ITEM_BURN_PROOF)
	  || IS_OBJ_STAT (obj, ITEM_BLESS) || number_range (0, 4) == 0)
	return;

      chance = level / 4 + dam / 10;
      if (chance > 25)
	chance = (chance - 25) / 2 + 25;
      if (chance > 50)
	chance = (chance - 50) / 2 + 50;

      chance -= obj->level * 2;

      switch (obj->item_type)
	{
	default:
	  return;
	case ITEM_FOOD:
	  break;
	case ITEM_DRINK_CON:
	  if (obj->value[0] == obj->value[1])
	    return;
	  break;
	}

      chance = URANGE (5, chance, 95);

      if (number_percent () > chance)
	return;

      obj->value[3] = 1;
      return;
    }
}


void
shock_effect (void *vo, int level, int dam, int target)
{
  if (target == TARGET_ROOM)
    {
      ROOM_INDEX_DATA *room = (ROOM_INDEX_DATA *) vo;
      OBJ_DATA *obj, *obj_next;

      for (obj = room->contents; obj != NULL; obj = obj_next)
	{
	  obj_next = obj->next_content;
	  shock_effect (obj, level, dam, TARGET_OBJ);
	}
      return;
    }

  if (target == TARGET_CHAR)
    {
      CHAR_DATA *victim = (CHAR_DATA *) vo;
      OBJ_DATA *obj, *obj_next;

      /* daze and confused? */
      if (!saves_spell (level / 4 + dam / 20, victim, DAM_LIGHTNING))
	{
	  send_to_char ("Your muscles stop responding.\n\r", victim);
	  DAZE_STATE (victim, UMAX (12, level / 4 + dam / 20));
	}

      /* toast some gear */
      for (obj = victim->carrying; obj != NULL; obj = obj_next)
	{
	  obj_next = obj->next_content;
	  shock_effect (obj, level, dam, TARGET_OBJ);
	}
      return;
    }

  if (target == TARGET_OBJ)
    {
      OBJ_DATA *obj = (OBJ_DATA *) vo;
      int chance;
      char *msg;

      if (IS_OBJ_STAT (obj, ITEM_BURN_PROOF)
	  || IS_OBJ_STAT (obj, ITEM_NOPURGE) || number_range (0, 4) == 0)
	return;

      chance = level / 4 + dam / 10;

      if (chance > 25)
	chance = (chance - 25) / 2 + 25;
      if (chance > 50)
	chance = (chance - 50) / 2 + 50;

      if (IS_OBJ_STAT (obj, ITEM_BLESS))
	chance -= 5;

      chance -= obj->level * 2;

      switch (obj->item_type)
	{
	default:
	  return;
	case ITEM_WAND:
	case ITEM_STAFF:
	  chance += 10;
	  msg = "$p overloads and explodes!";
	  break;
	case ITEM_JEWELRY:
	  chance -= 10;
	  msg = "$p is fused into a worthless lump.";
	}

      chance = URANGE (5, chance, 95);

      if (number_percent () > chance)
	return;

      if (obj->carried_by != NULL)
	act (msg, obj->carried_by, obj, NULL, TO_ALL);
      else if (obj->in_room != NULL && obj->in_room->people != NULL)
	act (msg, obj->in_room->people, obj, NULL, TO_ALL);

      extract_obj (obj);
      return;
    }
}
